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deferred-point-vertex.hlsl
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2005-03-22
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1KB
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52 lines
struct SHADERFLAG_OUTPUT
{
float4 Position : POSITION;
float4 Transformed : TEXCOORD0;
float4 Attrib : TEXCOORD1;
float4 Color : TEXCOORD2;
float3 LightInView : TEXCOORD3;
float4 FustrumPos : TEXCOORD4;
float4 ViewToLight0 : TEXCOORD5;
float4 ViewToLight1 : TEXCOORD6;
float4 ViewToLight2 : TEXCOORD7;
};
float4x4 TDX_CONST_PROJ;
float4x4 TDX_CONST_PROJBIASED;
float4x4 TDX_CONST_PROJFUSTRUM;
float4 TDX_CONST_CAMERAPLANES;
SHADERFLAG_OUTPUT main(
float4 Position : POSITION0,
float4 Attrib : TEXCOORD0,
float4 Color : TEXCOORD1,
float3 LightInView : TEXCOORD2,
float4 ViewToLight0 : TEXCOORD3,
float4 ViewToLight1 : TEXCOORD4,
float4 ViewToLight2 : TEXCOORD5
)
{
SHADERFLAG_OUTPUT Out;
Out.Position=mul(Position, TDX_CONST_PROJ);
Out.Transformed=mul(Position, TDX_CONST_PROJBIASED);
Out.FustrumPos=mul(Position, TDX_CONST_PROJFUSTRUM);
Out.Attrib=Attrib;
Out.Color=Color;
Out.ViewToLight0=ViewToLight0;
Out.ViewToLight1=ViewToLight1;
Out.ViewToLight2=ViewToLight2;
Out.LightInView=LightInView;
return Out;
}